delaneyalysa
|
So my local game store is starting up Orginized play next week. While I am not the DM I speak often to the store owner and am a backup DM for his store in these events.
So my question... How many hours does it take to typically play through one of the orginized play modules. The Store owner is footing the bill for them and I said I would ask as I was hoping to play in them on the Wednesday he runs them, but alot depends on how late they run.
Most likely he will get season 0 unless someone has a suggestion for where to start.
This information will help him as well as he can plan on how long he has to be at his store while these events run.
Thanks in advance
|
So my local game store is starting up Orginized play next week. W
So my question... How many hours does it take to typically play through one of the orginized play modules.
Thanks in advance
Welcome to Pathfinder Society.
The scenarios are written to take 4-5 hours (including admin time) and many have an optional encounter that can be dropped if time is running out.
|
The lower level modules usually run in 3-5 hours, but once your program starts getting into the higher tier modules (7-11), some of those can take 6-8 to finish. (I've also finished some of those in three, but I can think of at least three 7-11 level modules I played for 5 hours at conventions and didn't get to finish because we were running over into the next game slot.) I haven't played the tier 12 modules, but have heard that they can take 8-10 hours.
Martin Kauffman 530
|
The mods usually last between 3 1/2 to 5 hours, dependent upon the specic module, the playstyle/preparedness of the DM, and how much the group wants to role-play as opposed to battle/kill monsters (there is opportunity for both). This is a great way to get people intersted in the hobby and in Pathfinder in particular. Whoever DM's should be very familiar not only with the Pathfinder rules in general, but also with the Pathfinder Society organized play rules, as there are differences between the two rule sets. Also, the DM will need both teaching ability and patience as the players may be newer, less mature, and/or inexperienced. If there are time constraints and you are sure that the players starting a module will all attend both sessions, you might want to consider splitting the module in half. You might also want to have a pre-gaming session just for the purpose of character construction/creation (Pathfinder Society organization uses a point buy system for character construction). I know that there is a module entitled "Pathfinder Society Special: Master of the Fallen Fortress", which is geared towards new players and in which player characters get the opportunity to find out about and "join" the Pathfinder Society.
|
The mods usually last between 3 1/2 to 5 hours, dependent upon the specic module, the playstyle/preparedness of the DM, and how much the group wants to role-play as opposed to battle/kill monsters (there is opportunity for both). This is a great way to get people intersted in the hobby and in Pathfinder in particular. Whoever DM's should be very familiar not only with the Pathfinder rules in general, but also with the Pathfinder Society organized play rules, as there are differences between the two rule sets. Also, the DM will need both teaching ability and patience as the players may be newer, less mature, and/or inexperienced. If there are time constraints and you are sure that the players starting a module will all attend both sessions, you might want to consider splitting the module in half. You might also want to have a pre-gaming session just for the purpose of character construction/creation (Pathfinder Society organization uses a point buy system for character construction). I know that there is a module entitled "Pathfinder Society Special: Master of the Fallen Fortress", which is geared towards new players and in which player characters get the opportunity to find out about and "join" the Pathfinder Society.
Actually, while Master of the Fallen Fortress is an introductory module and is sanctioned for Society play, it's not a Pathfinder Society scenario. It doesn't introduce players to the society or give them the option to join at the end. It doesn't have any connection to the Pathfinder Society at all, storywise. Maybe you're thinking of the "First Steps" scenarios which are going to be released on July 27th?
|
Actually, while Master of the Fallen Fortress is an introductory module and is sanctioned for Society play, it's not a Pathfinder Society scenario. It doesn't introduce players to the society or give them the option to join at the end. It doesn't have any connection to the Pathfinder Society at all, storywise.
Maybe you didn't get a complete copy?
If the PCs [did something], [somebody] offers to take them to the Pathfinder Society’s Grand Lodge in Absalom, where he will sponsor them for membership in the Pathfinder Society, an organization of explorers, archaeologists, and adventurers. After a short evaluation that determines the PCs don’t need additional training, the leaders of the Society accept the them as initiates. As new Pathfinders, the PCs will have their choice of missions across Golarion and even the opportunity to have their exploits published in the hallowed pages of the Pathfinder Chronicles.
|
teribithia9 wrote:Actually, while Master of the Fallen Fortress is an introductory module and is sanctioned for Society play, it's not a Pathfinder Society scenario. It doesn't introduce players to the society or give them the option to join at the end. It doesn't have any connection to the Pathfinder Society at all, storywise.Maybe you didn't get a complete copy?
Master of the Fallen Fortress, Conclusion wrote:If the PCs [did something], [somebody] offers to take them to the Pathfinder Society’s Grand Lodge in Absalom, where he will sponsor them for membership in the Pathfinder Society, an organization of explorers, archaeologists, and adventurers. After a short evaluation that determines the PCs don’t need additional training, the leaders of the Society accept the them as initiates. As new Pathfinders, the PCs will have their choice of missions across Golarion and even the opportunity to have their exploits published in the hallowed pages of the Pathfinder Chronicles.
Maybe I didn't. Is that from the PDF? I have a hard copy and to my knowledge that wasn't in it.
I still wouldn't call that really introducing players to the Society or the factions, though.
|
Most likely he will get season 0 unless someone has a suggestion for where to start.
[urlhttp://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderSociety/gmDiscussion/pathfinderSocietyModuleSelectionPossibleSpoilers]Here[/url] is my suggestions on where to start. Welcome to PFS and enjoy!
|
We usually play in 3.5 hours due to schedule limitations, and it's a bit too rushed for a lot of roleplaying, especially with a larger group. 4 hours is a good benchmark to start; 5 is better but often players or GMs will either arrive late or have to leave early depending on when that 5 hours is, so it's rarely worth it in my epxerience. However, it can be done. I usually write out the Chronicle sheets outside on the sidewlak aftert he store has clsoed, or at the coffee shop where we all congrgate afterwards.
Mark Moreland
Director of Brand Strategy
|
I'll echo what everyone else said about running times. The target when we publish a scenario is that it can be run within a 4-5 hour period.
As for what season to start with, I'd suggest seasons 1 or 2, as they are designed using the Pathfinder RPG, while season 0 were done in 3.5. While most are still legal for play, we'd much rather new players' first experiences with Pathfinder Society be using the system we're currently supporting.
|
Most likely he will get season 0 unless someone has a suggestion for where to start.
Here is my suggestions on where to start. Welcome to PFS and enjoy!
Fixed =)